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I'm a veteran of too many mmo's to count.
And I've just noticed a similarity found throughout the first parts of my expierence with the game. And the lack there of, causes me to quit.
FUN!
After a while I dont have FUN! Its about "Oo my friend is lvling faster than me. Oo I need this new skill/item/lvl So I can pretend that my skill as a gamer had anything to do with my being able to press 4 buttons in sequence."
You know i think monkeys can get the same affect, and you dont have to pay the monthly fee!
The monkey will just survive off the insects he brings with him.
And he cleans his own mess...
Point stated; are we really having fun playing these?
Comments
See this is why I love World of Warcraft.
Played a hunter to 60. Realized even a monkey can play this class. Stand back, send pet, click 1 button to auto-shot arrows at mob. Repeat. Was hella boring, so not my class! I fell asleep all the time.
Played a paladin to 60. Somewhat more strategy. Tank mob & heal. At level 60 I'm not a tank anymore, I'm an assistant healer that wears plate armor. It got boring cause when I soloed, it's SOOOOO long! Pallys deal so little damage, if i'm not in a group or raid, I have nothing to do.
Playing a rogue (now at level 47). More strategies, a lot more action involved. You can't just sit back pressing 1 button to kill a mob. So it's more fun.
So it all depends on the class you play, and this is why WoW is a great game! It has classes for lazy people that just wanna button-mash. And it has classes for people that need more action.
___________ ___ __ _ _ _
Stealth - Ambush - Hemorrhage - Sinister Strike x2 - Cold Blood - Eviscerate - Vanish - Preparation - Cold Blood - Ambush - ... you're dead! :P
The problems with mmorpgs is that their appeal wears off for a number reasons: unappealing repitive grinding and not much fresh new things to do/encounter as a player lvl's up. Usually when you first start at a mmorpg its new and fresh, the appeal of getting the high lvl thingies creates covet, so its about getting to the high lvls to get high lvl stuff.
Why not rather focus on the "excitement" factor at each level so the rush or focus on high lvls is not an issue. The player should be so interested in where he/she is at any lvl so the focus is on their fun, excitement and appeal not on "oh I should be at lvl # by today, tommorrow or whenever".
Its probably tricky but to create a great, unique and even an educational experience like the ones found in notable single player games (Half-Life 2, Resident Evil, Call of Duty etc..), is where I think mmorpgs should be focused at each individual lvl so the game always feels fresh and new.
That is why we need an MMO where you don't know what your stats or lvls are. You have a feignt (sp) idea, but no one really know if they are 5 bubbles away from 50. That alone could probably take away that fustration and novelty that wears off.
Of course this will never be tried at least any time soon because we all know how developers like to stick to whats working.
IF they did that, pepople would just come up with 3rd party programs to track your leveling progress by experience. and imho, the system of that doesn't sound that great but it's on the right track.
MMORPG's worst problem is when you get higher level the grind gets greater and greater progressively. Seems to set up a player to, "at higher level", get very tired of the grind.
For me, would be better to keep the exp values relatively close but just make mobs progressively more of a challenge, needing more strategy. Having mobs that have different skills, unique fighting styles.
This would certainly keep a game more interesting for me.
Um I hate to burst your bubble... You are just a large, hariless, talking monkey. Sorry to have to break this
to you
Kill, loot, level, rinse, repeat. This is what is wrong with MMORPGs. The draw of all CRPGs is the human need to progress. Unfortunately, The designers are just too unimaginative about what constitutes "progress" and what is required to "progress". Until the designers make a game that doesn't revolve around killing things or crafting items to kill things, all the MMORPGs will play roughly the same.
How about going back to the PnP roots of the genre? Why not give players XP at the end of a quest and make the amount of XP based on the manner in which the player accomplished his/her goals? Why not make scalable quests that can be mixed and matched so that if a player fails a quest, they'll never get another chance at it but never run out of quests either? Why not make teamwork part of group quests? Not just "walk over there and kill everything that moves" kind of quests, but quests that involve things like working a large piece of siege equipment or strengthing a town's defenses before an inevitable siege. I'm sure you can think of other things, but this gives you an idea of how little the potential of MMORPGs is being used.
Ryl plays like Lineage2 which plays like WoW which plays like EQ2 ad nauseum. This whole genre needs a major kick in the ass, and soon!!
Yes, I'm having plenty of fun playing the MMOGs I play.
NEXT!
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"MMOs, for people that like think chatting is like a skill or something, rotflol"
http://purepwnage.com
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"Far away across the field, the tolling of the iron bell, calls the faithful to their knees. To hear the softly spoken magic spell" Pink Floyd-Dark Side of the Moon
- "If I understand you well, you are telling me until next time. " - Ren
I too have played more mmo's than is worth mentioning. Each of them has had there good points but Im still waiting for that one game, that I just cant get enough of.
As most of you know there are at least 5-8 very promising mmos that are in development. Hopefully, if were lucky ONE very solid, involving, FUN mmo will emerge.
Dray
EVE, atm. I would be playing others if I weren't traveling so much lately. I usually have 2 accounts going at all times, just not enough time lately to make it worth it.
wel I dunno
I am currently playing wow and eve online
And i cant help but think especially in wow everyones mindset is omg i have to get to 60 as fast as humanly possible then i gotta get thats uber armor set and then when you do get all these perdy items you dont know wat to do..
playing a 50 hunter atm
Most of the people that i started with are between 50- 60
one of my 60 friends who pretty much grinded thru has remade his char just to play the game at a slower pace, he wants to play thru the quests
I play on a rp server so, you will see me sitting in the inn chattin with the lower levs all the time,
but i say all this to recommend to anyone to take your time and enjoy the game you are playing dont be in such a hurry all the time to finish off your quest, its not like they are going anywhere
if your not tough enough to do something dont sit there whining about it, go do something else and come back to it when your a little tougher.
Bryan
I guess thats the paradox.
I'll probably end up writing a paper like this later but.
The paradox with process (having fun/diplomacy/what video to rent) that requires more than 1 person (unless they are Schitzophrenic) Is that every one has different wants and needs.
So I guess I should give up and realized there will never be a mmorpg where everyone wins.
"You can please some of the people, all of the time. Or all the people some of the time. But not ALL THE PEOPLE ALL THE TIME"
But if the gameplay felt a little more engaging and skill based it might help.
I dunno. I need to stop playing games
The MMO genre is suffering from a double curse, the second of which is an offshoot of the first but a curse we can all recognise.
The first is the curse entitled the Everquest syndrome:
Everquest was an eye opener for the gaming industry, it was new, it was fresh, it was damn addictive and it brought in dollars by the bucket load. At the time it was seen as the holy grail of gaming, the game to end all games and the disciples continued to come. It did however also hide a dark shadow that only now is being seen by many, the shadow that is called the clone. EQ was so successful that most of the worlds game developers wanted a piece of the pie and began to worship at it's temple with original thought flattened somewhere under the nearest hymn book
Much the same way that 99.99% of FPS games sprouted from the loins of Doom, MMO's the world over began to emerge from the Everquest pasture.
The second curse was of course the mighty dollar, yen, pound or whatever other currency the developers and publishers were now using as bath water.
How many MMO's in recent times have released too early, full of bugs and problems just to shove another pretty box onto the store shelves? almost all of them and why? to rake in as much of the money drug as possible.
It's a simple equation to work out: EQ + Pretty graphics + Marketing = Rolls Royce and holiday in Barbados.
Like all bubbles however this one, long lived as it is has now become very close to bursting point. The paying customer, the average gamer is not as stupid as the publishers 1st thought and it is no longer enough to have a kickass license tacked on top of another EQ clone to turn a profit, MxO as a case in point.
So where does the gaming industry go now, where do they look for inspiration? I can't tell you because I don't know the answer and it would appear that the game gurus are in the same boat with more and more thinly veiled clones being announced on an almost weekly basis.
In fact that last statement is wrong, I do know. The gaming industry need to listen to the gamers, the ones who pay the wages by subscribing and if they fail to do this then the MMO genre really is in trouble.
I don't know if developers read these posts but as mmorpg.com is a pretty popular site I would imagine that they give them at least a cursery glance. Tell them what you want in a game, tell them what you want to see and above all reassure them that the money tree will still grow but only if they start to feed it.
Like I said before unappealing grinding for the sake of lvling, money and items will bore anyone, no matter how pretty the graphics and sounds. In the case of Wow, I had a lvl 60 warrior with almost all Valor gear (except the boots and belt), its rare and I had an epic 2 hand sword called Typhoon. I was in a nice high instance raiding guild, we where killing Onyxia in like 10 minutes every thursday and raping the molten core instance when we could and I still didnt feel like there was much really going on worth paying $14.99 per month. Add in the time constraints most working and/or schooling we do and we really dont have 2-3 a day to chuck into these long games.
*Note: that even though I say level, these lvls are hidden from the player, these lvls should be based on the players performance, button clicking etc..*
And to reiterate, there needs to be something fresh and exciting and unique to do per level and per series of levels, for instance lvl 1 of a could be the easy "getting used to the combat/crafting" types of quests. Level 2 should be more of the same but a little harder and small quest introduction.
Level 3 should introduce tactics in combat, specializations in crafting etcc,.
Levels 4 and 5 could introduce a first short story line series of quests.
Levels 6,7,8 and 9 could be the player picking a starting faction, with combat, escort, delivery missions, after the player does the individual missions, then they could special linked faction missions and introduce player grouping.
Levels 10-15 should be all faction missions done with other players of the same faction or solo if a player cant get into groups, with included faction instance missions for groups
Level 16-25 should introduce player versus player (pvp), missions involving taking on players of other hostile factions/races alliances etc.. Here I think the player should establish faction rank and special standing from other factions as well (neutral, allied or hostile), like say if a player is really good in fights against a hostile faction, he kills the other faction's officers or leaders, then he individually should be a special target by all players of that faction so he will always have to be on the look out in the field as the human players of the faction will be looking for him and there will be npc assassins looking to set him/her up and kill at random opportunities. If he is with a group, no matter the assassins will try only him out unless the others try and help.
But for meritous service to his/her faction a player should be rewarded with rank which leads to exclusive and unique gear, faster travel within friendly zones and cost reductions or more money, the player should choose, the more the rank the more the benefits.
At this point the game should take a change in flow
Level 26-40 should introduce the first novel scale story line series of missions, I will discuss this more in detail on my own post, please read when I type it up.
I completely Agree i also think that 75% of WOW subscribers are Monkeys as well, seeing as they think that game actually needs thought and skill in order to play.
You are my hero. Summed up everything I have learned, and believe into one post. I agree 100 percent to every word you said.
Games need a new edge, and MMOs need to be re-defined. The grind kills, and the companies who make the games don't care. They just see the big dollar signs. But, this sin't to say that MMORPGs will colapse on themselves. I mean, with only a subcription of 10 dollars a month, a few hundred players can keep a game up and running, no matter how boring the grind is. There will always be people who like going around and killing hordes of goblins. So there will be EQ clones around until the next thing is intoduced.
I say, a new defining moment is in need. Developers have to be the hardcore gamers, and be creative for once in their lives. When somebody tries something new, then it sparks, and something great, like Everquest is formed. It's now time to move on, and it's up to us to make it so.
- Tendril
Thank you for accepting me into your forums.
HAH MMORPG's are all the same in the end but since i like MMORPG's i voted the second one which in terms i should have voted the first one.
Aint i a jackass.....SIGH
And the Angel rolled a couple of sevens and said "Woot Woot"